| Influence of social setting on player experience of digital games |
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Conference on Human Factors in Computing Systems
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CHI '08 extended abstracts on Human factors in computing systems
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Florence, Italy
SESSION: Works in progress
table of contents
Pages 3099-3104
Year of Publication: 2008
ISBN:978-1-60558-012-X
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Downloads (6 Weeks): 14, Downloads (12 Months): 119, Citation Count: 2
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ABSTRACT
Recent studies have indicated that playing games against other people is more fun and more exciting than playing alone. The current study aims to further explore the influence of social setting on player experience in digital games; in particular, it sets out to test the level of social presence of the co-player as a determinant of player experience. Dependent variables include a comprehensive self-report measure of player experience (the GEQ) and state aggression. The first results demonstrate significant differences in playing against a computer, a mediated other, or a co-located other on player experience in terms of positive affect, competence, tension and hostility.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1162/pres.15.4.381]
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CITED BY 2
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Suleman Shahid , Emiel Krahmer , Marc Swerts , Willem A. Melder , Mark A. Neerincx, Exploring social and temporal dimensions of emotion induction using an adaptive affective mirror, Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, April 04-09, 2009, Boston, MA, USA
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